Meshparts culling incorrectly on screen edges with Graphics API set to Direct3D11

When graphics mode is set to Direct3D11, or in the case of me and (I assume) most windows-based players, some meshparts are incorrectly culled on the edges of the screen.
(Observe the windows, green panels, and thatch trim)

My guess is that this is a culling issue because when you increase the dimensions of a given object it changes the point at which it is culled. Presumably because enough of that mesh is now entering an important part of the frame.
(Observe the top windows on the right)

There is a solved bug here that describes a very similar issue relating to an object’s CollisionFidelity, however changing the CollisionFidelity has no bearing on this particular problem.

The culling is also invariant to distance, and will happen at the same angles regardless of the camera’s distance from the object.
It also, as far as we can tell, only effects mesh faces that are flat, facing one direction. Editing the mesh to be none-planar or to have extrusions in a different direction also seems to solve the issue.

Lastly, as stated, this only happens when using GraphicsMode Direct3D11 (haven’t tested Metal). On OpenGL and Vulkan there are no issues.

8 Likes

Thanks for the report! I filed a ticket in our internal database and we’ll follow up when we have an update for you.

3 Likes

Hey, any update on this? It’s a bit of an annoying bug for an update we’ve got coming up.

2 Likes

Yeah, tbh it’s really annoying.

2 Likes

Would like to bump this post. I’m encountering the same issue here:

Rendering issues can not be worked around without significant efforts, this genuinely needs to be looked at

EDIT: This post also seems to be having the same exact issue: MeshParts (Arms) not rendering properly?

This seems to impacts multiple projects.

2 Likes

Hello, and thanks for reporting the issue! After investigating, we discovered a mismatch between physics collisions and rendering. We’ve released a fix in Roblox Studio to ensure that collisions now match the rendered size.

If you previously added a “patch” to work around this mismatch, you might notice some mesh parts appearing smaller than before in Roblox Studio. Over the next two weeks, we’ll monitor feedback from developers to address any remaining concerns. After that, we plan to roll the fix out to all Roblox clients. At that point, you may need to republish your game to remove the “rendering patch” you put in place.

Thank you for your patience and cooperation as we work on improving the Roblox platform. If you have any questions or run into new issues, please let us know!

2 Likes

We’ve reverted the change due to issues mentioned in this post. We will keep you posted once we have more information.

1 Like

Reverted the change due to unexpected issues.

1 Like

This has not fixed the issue for me, however it has broken the workaround that I was previously using.

Note: this is with the workaround removed